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o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthToLinearDepth.azsl
T
Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

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/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <viewsrg.srgi>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
ShaderResourceGroup PassSrg : SRG_PerPass
{
// D32_FLOAT_S8X24_UINT (Format:15) depthStencil texture
Texture2D<float2> m_depthStencil;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
}
struct PSOutput
{
float m_linearDepth : SV_Target0;
};
PSOutput MainPS(VSOutput IN)
{
PSOutput OUT;
float zDepth = PassSrg::m_depthStencil.Sample(PassSrg::LinearSampler, IN.m_texCoord).r;
float linearDepth =
abs(((ViewSrg::GetFarZTimesNearZ()) / (ViewSrg::GetFarZMinusNearZ() * zDepth - ViewSrg::GetFarZ())));
OUT.m_linearDepth = linearDepth;
return OUT;
}